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[TF2] Addcond


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Regis
Member
Join Date: Sep 2009
Old 12-21-2009 , 21:32   Re: [TF2] Addcond
Reply With Quote #41

Redone for new conditions:

0 = Civilian
1 = Sniper Scope (doesn't zoom in)
2 = Start of Disguise sequence
3 = Disguise (set m_nDisguiseTeam, etc. after applying to select the team/class/player/weapon)
4 = Cloak (only seems to work with Spy)
5 = Uber (Disables when you get healed)
6 = Glow from recently using a teleporter
11 = Kritz (Disables when you get healed)
14 = Bonk'd (only lasts 5 seconds for Scout; interesting note: if you taunt you stay in third person even with sv_cheats 0)
16 = Buff Banner Minicrits + Fire Emits from feet radially.
17 = Demoman's Targe Charge
20 = Responses for "Fire, Fire, Fire!"
22+ = Jarate

Last edited by Regis; 12-21-2009 at 21:34.
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TheSpyHunter
Senior Member
Join Date: Jul 2009
Old 12-22-2009 , 19:35   Re: [TF2] Addcond
Reply With Quote #42

Regis your a legend!

My flaming jarate is now back to its working firery ways!
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toazron1
Senior Member
Join Date: Oct 2006
Old 01-02-2010 , 15:18   Re: [TF2] Addcond
Reply With Quote #43

This is what I have found from testing (Soldier/Demo update)

PHP Code:
//m_nPlayerCond
#define TF2_PLAYERCOND_SLOWED        (1<<0)    //Zoomed / Arrow drawn / minigun spinning
#define TF2_PLAYERCOND_ZOOMED        (1<<1)    //FOV change (sniper)
#define TF2_PLAYERCOND_DISGUISING    (1<<2)
#define TF2_PLAYERCOND_DISGUISED    (1<<3)
#define TF2_PLAYERCOND_SPYCLOAK        (1<<4)
#define TF2_PLAYERCOND_UBERCHARGED    (1<<5)
#define TF2_PLAYERCOND_TELEGLOW        (1<<6)
#define TF2_PLAYERCOND_TAUNT        (1<<7)
#define TF2_PLAYERCOND_UBERFADING    (1<<8)
//(1<<9)
#define TF2_PLAYERCOND_TELEPORTING        (1<<10)    //Player is teleporting
#define TF2_PLAYERCOND_KRITS        (1<<11)    //Fired for krit uber and at end of round
//(1<<12)
#define TF2_PLAYERCOND_DEADRINGER    (1<<13)    //Dmg reduction from dead ringer
#define TF2_PLAYERCOND_BONKD        (1<<14)    //Atomic bonk
#define TF2_PLAYERCOND_DAZED        (1<<15)    //When a player gets dazed (atomic bomb / airblasted / baseball bat)
#define TF2_PLAYERCOND_BUFFBANNER    (1<<16)  
#define TF2_PLAYERCOND_CHARGE        (1<<17)    //Demoman charge
#define TF2_PLAYERCOND_HEADGAINED    (1<<18)    //Demoman decap - first only
#define TF2_PLAYERCOND_HEALING        (1<<19)    //Player is being healed
#define TF2_PLAYERCOND_ONFIREALERT    (1<<20)    //FIRE FIRE FIRE
#define TF2_PLAYERCOND_OVERHEALED    (1<<21)    //Player is overhealed 
#define TF2_PLAYERCOND_JARATE        (1<<22) 
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Last edited by toazron1; 01-20-2010 at 00:13. Reason: Updated Buff Banner (no longer removed at locker)
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Kilandor
Member
Join Date: Sep 2009
Old 01-30-2010 , 06:50   Re: [TF2] Addcond
Reply With Quote #44

Quote:
Originally Posted by Wazz View Post
Feel free to use this extension to watch conditions as they are added to players. The windows signatures will most likely need updating though; Linux symbols should be fine.
Yes this isn't working on windows.
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psychonic

BAFFLED
Join Date: May 2008
Old 03-18-2010 , 11:52   Re: [TF2] Addcond
Reply With Quote #45

As of build 1.4.0-hg2939, there are now natives in the SM TF2 extension for adding and removing conditions.

PHP Code:
/**
 * Adds a condition to a player
 *
 * @param client        Player's index.
 * @param condition        Integer identifier of condition to apply.
 * @param duration        Duration of condition (does not apply to all conditions).
 * @noreturn
 * @error                Invalid client index, client not in game, or no mod support.
 */
native TF2_AddCondition(clientTFCond:conditionFloat:duration);

/**
 * Removes a condition from a player
 *
 * @param client        Player's index.
 * @param condition        Integer identifier of condition to remove.
 * @noreturn
 * @error                Invalid client index, client not in game, or no mod support.
 */
native TF2_RemoveCondition(clientTFCond:condition);


enum TFCond
{
    
TFCond_Slowed 0,
    
TFCond_Zoomed,
    
TFCond_Disguising,
    
TFCond_Disguised,
    
TFCond_Cloaked,
    
TFCond_Ubercharged,
    
TFCond_TeleportedGlow,
    
TFCond_Taunting,
    
TFCond_UberchargeFading,
    
TFCond_Unknown1,
    
TFCond_Teleporting,
    
TFCond_Kritzkrieged,
    
TFCond_Unknown2,
    
TFCond_DeadRingered,
    
TFCond_Bonked,
    
TFCond_Dazed,
    
TFCond_Buffed,
    
TFCond_Charging,
    
TFCond_DemoBuff,
    
TFCond_Healing,
    
TFCond_OnFire,
    
TFCond_Overhealed,
    
TFCond_Jarated
}; 
Also, some other new treats:
PHP Code:
/**
 * Regenerates a client's health and ammunition
 *
 * @param client        Player's index.
 * @noreturn
 * @error                Invalid client index, client not in game, or no mod support.
 */
native TF2_RegeneratePlayer(client);

/**
 * Enables/disables PowerPlay mode on a player.
 *
 * @param client        Player's index.
 * @param enabled        Whether to enable or disable PowerPlay on player.
 * @noreturn
 * @error                Invalid client index, client not in game, or no mod support.
 */
native TF2_SetPlayerPowerPlay(clientbool:enabled); 
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retsam
Veteran Member
Join Date: Aug 2008
Location: so-cal
Old 03-18-2010 , 12:10   Re: [TF2] Addcond
Reply With Quote #46

Are you serious. lol.

Crazy......
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Thrawn2
Veteran Member
Join Date: Apr 2009
Old 03-18-2010 , 12:15   Re: [TF2] Addcond
Reply With Quote #47

Quote:
As of build 1.4.0-hg2939, there are now natives in the SM TF2 extension for adding and removing conditions.
awesome! been waiting for those since i spotted the commit in the repository. thxalot.
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toazron1
Senior Member
Join Date: Oct 2006
Old 03-18-2010 , 12:20   Re: [TF2] Addcond
Reply With Quote #48

What is PowerPlay mode?
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Thrawn2
Veteran Member
Join Date: Apr 2009
Old 03-18-2010 , 12:22   Re: [TF2] Addcond
Reply With Quote #49

http://www.youtube.com/watch?v=QUn-UsaGtog
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FoxMulder
Senior Member
Join Date: Jan 2009
Location: Orlando, FL
Old 03-18-2010 , 15:51   Re: [TF2] Addcond
Reply With Quote #50

So what exactly is powerplay?
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